Angel Studios/Rockstar San Diego - sample files
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Angel Studios/Rockstar San Diego - sample files
Here are the files used for Midnight Club: Street Racing(PS2).
Here is a full archive* from Smuggler's Run(PS2).
*It's not a normal ZIP archive.
Here is a full archive* from Smuggler's Run(PS2).
*It's not a normal ZIP archive.
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Re: Angel Studios/Rockstar San Diego - sample files
Thanks mate but what about for archive files without any stored names?
https://www.sendspace.com/file/xtg8ol
https://www.sendspace.com/file/xtg8ol
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Re: Angel Studios/Rockstar San Diego - sample files
In that "Dave" (opposite to "DAVE") archive the names are obfuscated, I don't know the algorithm so, currently, I opt for no names in script 0.1.1
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Re: Angel Studios/Rockstar San Diego - sample files
Ok, so unless I find one that uses a different structure, that about covers it up. Thanks aluigi.
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Re: Angel Studios/Rockstar San Diego - sample files
Sorry for the double post, but here's a sample from their first PC game(Midtown Madness), back in 1999.
EDIT: Cool, I didn't know the "DAVE" format was also used on Midtown Madness 2. Just like I discovered your blitz_games_xbp.bms script worked on .xbp files used in Fusion Frenzy.
EDIT: Cool, I didn't know the "DAVE" format was also used on Midtown Madness 2. Just like I discovered your blitz_games_xbp.bms script worked on .xbp files used in Fusion Frenzy.
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Re: Angel Studios/Rockstar San Diego - sample files
No idea how the names are indexed, so the script extracts files without name:
http://aluigi.org/bms/midtown_madness_ares.bms
http://aluigi.org/bms/midtown_madness_ares.bms
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Re: Angel Studios/Rockstar San Diego - sample files
aluigi wrote:In that "Dave" (opposite to "DAVE") archive the names are obfuscated, I don't know the algorithm so, currently, I opt for no names in script 0.1.1
I may sound like I'm parroting what I've told(because I am), but I heard the filenames use some kind of 6-bit encoding. They use this array for the 6-bit encoded strings:
Code: Select all
"+ #$()-./?0123456789_abcdefghijklmnopqrstuvwxyz~" ('+' == NULL)
I found this out by lurking at the XentaxWiki.
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Re: Angel Studios/Rockstar San Diego - sample files
Well that was confusing.
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Re: Angel Studios/Rockstar San Diego - sample files
6 bits corresponds to an array of 64 chars while that string is 48, in fact there are files that can't be decoded correctly.
The missing chars are probably SOME of the high case alphabet, probably a selection of those most used (48+26 > 64)
The missing chars are probably SOME of the high case alphabet, probably a selection of those most used (48+26 > 64)
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Re: Angel Studios/Rockstar San Diego - sample files
I have a crazy idea... wait
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Re: Angel Studios/Rockstar San Diego - sample files
Don't ask me how I did it: script 0.1.2
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Re: Angel Studios/Rockstar San Diego - sample files
NOW that's what I call close!
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Re: Angel Studios/Rockstar San Diego - sample files
Just a technical note/curiosity.
I'm curious to know what happens with the first "special" value being between 0x30 and 0x37 (currently the script handles 0x38->0x3f) and the second one between 0 and 0x1f (script 0x20-0x3f), for example if it takes the data from the end of the previous string or from the current one. It's an event that probably will not happen with these games, but maybe I will return on it in future just to solve this curiosity.
OT: I have the strong feeling to have already worked on this stuff in the (far) past...
I'm curious to know what happens with the first "special" value being between 0x30 and 0x37 (currently the script handles 0x38->0x3f) and the second one between 0 and 0x1f (script 0x20-0x3f), for example if it takes the data from the end of the previous string or from the current one. It's an event that probably will not happen with these games, but maybe I will return on it in future just to solve this curiosity.
OT: I have the strong feeling to have already worked on this stuff in the (far) past...